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Pathfinder

Compendium

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Hippopotamus

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The ill-tempered “river horse” has a well-earned reputation for hostility, despite the fact that it is a herbivore.

Hippo Companions

Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.

7th-Level Advancement: Size Large; AC +2 nat. arm.; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Ability trample.

Special Abilities

Capsize (Ex) A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.

Sweat (Ex) A hippo's reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical Disease .

Attributes

AC
17, Touch 9, Flat-footed 17 (+8 Natural, -1 Size)
Alignment
N
Base Atk
+6
CMB
+10
CMD
20 (24 Vs. Trip)
CR
CR 5
Cha
5
Con
16
Creature Type
Animal
Defensive Abilities
Sweat
Dex
10
Environment
Warm Rivers
Feats
Endurance , Imp. Initiative, Power Attack , Skill Focus ( Perception )
Fort
+8 (+10 Vs. Nonmagical Disease)
HP
59 (7d8+28)
Init
N Large Animal +4
Int
2
Melee
Bite +8 (2d8+5)
Organization
Solitary, Pair, Or Bloat (3-20)
Racial Modifiers
+10 Stealth Underwater
Reach
5 Ft.
Ref
+5
SQ
Hold Breath
Senses
Low-light Vision, Scent ; Perception +8
Size
Large
Skills
Perception +8, Stealth +1 (+11 Underwater), Swim +11
Space
10 Ft.
Special Attacks
Capsize, Trample (1d8+6, Dc 17)
Speed
40 Ft.
Str
19
Treasure
None
Will
+3
Wis
13
XP
1,600
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